WILLIAM TIMOTHY CALL 

MIDGET 
PROBLEMS 

MCMXIII 




Class(|^6_g 
Book C I 2 . 



pyrightN°^_ 



COPYRIGHT DEPOSITS 



MIDGET 
PROBLEMS 



All the Ideas in Positions of 
2 Vs. 2 Pieces in Checkers 

BY 

WILLIAM TIMOTHY CALL 


Price, 50 Cents 



W. T. CALL 

669 East 32d Street. 
BROOKLYN, N. Y. 

1913 






Copyright, 1913, by 
WILLIAM TIMOTHY CALL 



©CI.A'J5()9ol 



PREFACE 

Are not these little problems very easy? 

Yes, when you are looking at the solutions! 

All the books, pamphlets and magazines on 
the game of checkers, and a large number of 
checker columns in newspapers, were over- 
hauled for the material of this book. The 
findings were compared with problem indexes 
of other collectors. The result in round num- 
bers was a thousand 2 vs. 2 positions. 

The duplication of ideas was found to be 
-large — astonishing. 

In this volume the problems are arranged 
in groups by themes, unimportant settings being 
omitted. 

Dr. T. J. Brown, of Limerick, active about 
1870, was the father of the 2 vs. 2 problem 
family. There were, of course, distinguished 
grandfathers. Dr. Brown was a problem 
scientist. He went to the bottom of things, 
delving for secrets. He delighted in con- 
quering the real antagonist in checkers — the 
board, not the individual opponent. His con- 
temporaries and successors have done much 



original work in this department of the pas- 
time. How much remains to be found is a 
matter of opinion. A new. principle in 2 vs, 2 
problems would be a triumph. 

The reader who does not find some setting 
of his own invention in these pages will 
doubtless be gratified to learn that the writer 
had to his credit forty-five published 2 vs. 2 
problems — which are mostly echoes, leaving 
few points of consequence that had not been 
covered by others. It was unpleasant to see 
those hard reared pets fall by the wayside 
as not needed. 

In regard to priority of discovery, that has 
not here been followed with undeviating 
fidelity, as a later setting has sometimes been 
placed before an early one on the same theme 
because of being more comprehensive. 

Some of the situations are purposely pre- 
sented without diagrams, in order to give 
prominence to those involving principles of 
prime importance. 

There are about a hundred first principles in 
the endings of 2 vs. 2 problems. These foun- 
dations are called finishes. They are the de- 
light of novices, especially those finishes that 



display some surprising kink or catch. To 
set a finish back a few moves, without con- 
cealing the idea in an original way that is at 
once* crafty and misleading, is trifling. It 
sometimes happens that the solution to a prob- 
lem may allow a choice in finishing, but that 
is a matter of little consequence. Some of 
the finishes may be illustrated in many dif- 
ferent ways without changing the principle 
involved, which is the main thing. 

Every compiler or author has felt the 
tyranny of fear that he has missed something 
essential, or has overlooked a distressing 
blunder; but that is a responsibility that he 
cannot dodge by craving indulgence. 

In this book the black side is invariably at 
the bottom of the diagram, and all problems 
end in black's double corner territory, or in 
black's single corner territory; or, at least, the 
trend of the play is in those directions. 

These pages deal only with 2 vs. 2 pieces. 
The next class, problems of 2 vs. 3 pieces, 
would make a volume of about the same size. 

W. T. Call. 
New York, July, 191 3. 



INDEX 

Wins with the move: Groups i, 2, 9, lo, ii. 
Wins without the move: Groups 3, 4, 12, 

13, 14. 

Draws with the move: Groups 5, 15. 

Draws without the move: Groups 6, 7, 8, 16. 



THE NUMBERED BOARD 

WHITE SIDE 



I 



m. 



m^^m^^M^''m^'^. 



^ O %^ 2. 7 yy/^/ 2. 'Zv,^/ 2. S y///Z^/ 
2o'^IQ^l8Sl7» 



^^ ,,miyA., ^^M^ .^^M^ »^ 

" 8 » 7 S 6 "^ 



^^5 



y/',^'.y//M. ' - W 



BLACK SIDE 



6 



MIDGET PROBLEMS 



RESULTS APPEARING IN DOUBLE 
CORNER TERRITORY 

This heading embraces only the first eight 
of the following groups. The last eight groups 
cover ^'Results Appearing in Single Corner 
Territory." 

GROUP 1: Wins with the move by first position. 

More than fifty settings of this theme have 
appeared in the literature of the game of 
checkers. The first position problems here 
catalogued are those that present some un- 
usual phase of the processes of first position. 

Dr. T. J. Brown set first position back to 
its earliest possible beginning. It is a theoret- 
ical setting, and is known as first position in 
embryo. The Standard Laws of the game 
make it possible for this setting to have oc- 
curred in a contest, as white may have been 
huffed at this point. The earliest stage of 
first position occurring in a recorded game is 
that of J. Sinclair, 1832, as follows: Black, 
18 and 22; White, 24 and 30. As Sinclair's 
work is scarce, the game in which this end- 
ing occurs is here reproduced: 



II-I5, 22-i8, 15-22, 25-18, 8-1 1, 29-25, 4-8, 
25-22, 12-16, 24-20, 8-12, 27-24, 10-14, 24-19, 
7-10, 28-24, 3-7, 32-28, 9-13, 18-9, 5-14, 22-18, 
13-17, 18-9, 6-13, 21-14, 10-17, 31-27, 17-22, 
26-17, 13-22, 19-15, 11-18, 20-11, 7-16, 23-14, 
1-6, 27-23, 16-19, 23-16, 12-19, 24-15, 6-10, 
15-6, 2-18, 28-24: Now the Sinclair setting 
of first position. 

Dr. Brown's first position in embryo and 
the trunk solution are as follows: 

BY DR. T. J. BROWN 

WHITE 




BLACK 

Black to play and win. 
Solution: 2-6, 32-28, 6-10, 28-24, 23-27, 
24-19, 27-31, 19-16, 31-27, 16-11, 27-23, 1 1-7, 
10-15, y-2, 15-19, 2-6, 23-18, 6-9, 18-22, 9-14, 
19-24 14-10, 24-27, 10-15, 27-32, 15-10, 32-27, 
10-6, 27-23, 6-1, 23-18, 1-6, 18-14, 6-1, 22-18, 
1-6, 18-15, 6-1, 15-10, 1-5, 10-6, 5-1, 14-10, 
1-5, 6-1, 5-9, 1-5, 9-13, 10-14, 13-9, 14-18, 9-6, 
18-15, 30-25, 15-18, 6-10, 5-1, 25-21, 1-5, 10-6, 
18-15, 21-17, 5-1. 6-9, 15-18, 17-13, 18-15, 
9-14, 1-5, 14-17, 15-10, 17-22, 10-14, 22-25, 
5-1, 25-22, 1-6, 22-25, 6-10, 25-22, 10-15, 
22-25, 15-18, 25-21, 18-22. B wins. 

8 



A practically complete analysis of first posi- 
tion in embryo is given by F. W. Drinkwater 
in Gould's Book of Problems. 

The succeeding settings of first position 
contain points that are not found in the or- 
dinary processes of this theme. 

BY M. H. e. WARDELL 

WHITE 




BLACK 

Black to play and win. 

Solution: 20-16, 21-17, 18-22, 26-23, 22-26, 
23-18, 26-30, 17-13, 30-26, 18-14, 26-22, 14-9, 
22-17, 9-5. 16-11, 5-1, 17-14, 1-6, II-15, 6-1, 
15-10. B wins. 

Other settings of this idea are by G. H. 
Slocum, W. J. Wray, and A. H. Jeremy; that 
of Slocum, which has been much admired, 
being as follows: 

BY G. H. SLOCUM 

® ffi o o 

11 4 27 29 

Black to play and win. 

Solution: 4-8, 27-23, 11-16, 29-25, 16-20, 
25-21, 20-24, 23-18, 24-27, 18-14, 27-31, 21-17, 
31-26, 17-13, 26-22. B wins. 



After twenty moves in the solution to the 
following diagrammed position the situation 
is notable, as well known problems by F. 
Allen, Dr. A. Schaefer, C. Hefter, O. H. Rich- 
mond, E. A. Durgin, C. M. Potterdon, J. 
Mulvey, and A. Collins are identical with it, 
or became so after two or three obvious moves, 
or are variations of the same general process : 

BY DR. T. J. BROWN 

WHITE 






m 



V/a V/////A 



W. M'..^^ M>. ».b:^. 



li 



BLACK 

Black to play and win. 

Solution: 1-5, 13-17, 5-9, 17-22, 2-7, 22-18, 

7-11, 18-23, 11-15, 23-27, 15-19, 27-23, 19-24, 

23-18, 9-6, 18-15, 24-27, 15-18, 6-10, 26-22, 

27-24, 22-17, 10-6, 18-14, 24-19. 17-13. 19-23. 

14-9, 6-10, 9-5, 23-18, 5-9, 10-14, 9-5, 18-15. 
B wins. 

Some of the numerous other settings of 
first position are unusual phases requiring 
careful attention to force the weak side into 
common situations. The following example 
embraces points which have been used in 
several problems: 



10 



BY m; e. pomeroy 

® ® o o 

5 13 10 29 

Black to play and win. 

Solution: 5-9, 10-6, 9-14, 6-2, 14-18, 2-6, 
18-23, 29-25, 13-17, 6-9, 23-27, 9-13, 17-14, 
25-21, 27-31, 13-17, 14-9, 17-13, 9-5, 13-17, 
31-27, 17-14, 27-23, 21-17, 23-19, 14-18, 5-9, 
17-13, 9-5, 18-14, 19-15. B wins. 



So common is the game of checkers that its profundity is 
to the lay mind an unreality — a kind of harmless fiction. 
To the student the wonders of the board are astonishing 
realities. 

II 



GROUP 2: Wins with the move by better than 

first. 

The phrase, ''better than first" is commonly 
applied to situations that resemble some stage 
of first position, but may be solved in a more 
direct w^ay. There are about tw^enty reputable 
problems of this class. Some of them pro- 
duce only commonplace tactics. The succeed- 
ing problerhs may be termed neat. 

. BY R. HOLDING 

WHITE 




BLACK 

y Black to play and win. 

Solution: 4-8/ 19-15, 8-12, 31-26, 12-16, 
26-22, 2-y\ 15-11, 7-10, 1 1-7, 10-14, y-2, 16-19. 
B wins. 



No other pastime compares with checkers in intellectual 
reach. What is found near the surface is pleasing, but it 
is the treasure of the deep that faacinates. 



12 



BY DR. T. J. BROWN 

WHITE 




BLACK 

Black to play and win* 

Solution: 18-22, 1-5, 2-6, 5-1, 6-9, 1-6, 9-13, 
6-9, 22-17, 29-25, 17-21. B wins. 
A setting of the preceding idea is : 

BY O. II. RICHMOND ' 

» ® o 9 

1 21 29 5 

1 

Black to play and win. 
Solution: 21-17, 5-9, 17-22, 9-5, 1-6, Now 
identical with the above after three moves. 



The greater the player the surer he is that the game has 
more in it than any one mind can master. It is conceded 
that the routine of established correct tactics may be ac- 
quired by studjoys application. 



J3 



The following idea has been set by two other 
problemists without essential difiference : 

BY M. H. C. WARDELL 

WHITE 



m. « W£ V////A 



y/. m^>^W//A. 



^//, 



A 



'W// 
y/. y/M. ,,,,m^/. 



^ m. 



^-"\ 



^ -^^ 



BLACK 

Black to play and win. 
Solution: 5-1, 14-10, 1-5, 30-25, 5-1, 25-22, 
1-5, 22-18, 5-1, 18-15, 2-6. B wins. 



Because young children easily learn to play at checkers 
many persons do not believe it other than a game of small 
possibilities. There is nothing elaborate or spectacular about 
it to mystify a shallow thinker. 



J4 



BY DR. W. M. PURCELL 

WHITE 



O 



■'//, 






^ 



^ 



P B'^a'^^ "^ 



BLACK 

Black to play and win. 
Solution: 4-8, 20-16, 2-y, 16-12, 8-1 1, 31-26,' 
11-15, 26-22, 15-19, 22-17, 7-10, 12-8, 19-23! 
8-3, 23-26, 3-8, 26-31, 8-1 1, 31-26, 11-16, 
26-23, 16-11, 23-18. B wins. 



^ Paradoxical as it may seem, checkers is a game of finite 
inhmty. ^ " .. -.h ^^.^ 



15 



BY DR. T. J. BROWN 

WHITE 




BLACK 

Black to play and win. 

Solution: 9-14, 30-26, 14-18, 4-8, 1-5, 8-11, 
5-9, 1 1-7, 18-15, ^-2, 15-10, 26-23, 10-15. 
B wins. 

The preceding idea has been set as follows : 

BY M. H. C. WARDELL 

® ® o o 

5 9 25 26 

Black to play and win. 

Solution: 9-14, 25-22, 5-9, 26-23, 14-10, 
22-18, 10-7, 18-15, 9-14, 15-10, 7-1 1, 10-6, 
11-15: B wins. 

A position by J. W. Lightfoot is identical 
with an advanced stage of the Wardell solu- 
tion. 



Dr. Samuel Johnson, Edgar Allan Poe, and General Ulysses 
Simpson Grant are diverse types of the kind of intellect that 
has the power to comprehend the significance of the strategy 
of the checker board. 



16 



The idea shown in the next diagram has 
been set in various ways from the earliest 
days of recorded checkers, sometimes at a 
previous stage with obvious moves leading to 
this situation: 

BY J. STURGES 

WHITE 






»-% 



J»pa 



V/M' M 



i ^ ,^ 



O 



'^#^1 
^wi 



BLACK 

Black to play and win. 
Solution: 10-7, 17-14, 1-6, 5-1, 6-9. B wins. 



It is idle to laud checkers as a mental discipline, since 
everything in experience is that. The value of the game as 
an intellectual pastime is the thing. 



17 



Elementary situations similar to one or 
another of the following are of frequent oc- 
currence : 

BY M. H. C. WARDELL 

® ® o o 

3 25 16 26 

Black to play and win. 

Solution: 3-7, 16-12, 7-10, 12-8, 25-30. 
B wins. 

BY W. D. BENSTEAD 



ii ® o o 

2 12 19 31 

Black to play and win. 

Solution: 2-6, 19-15, 12-16, 31-26, 16-19, 
B wins. 

BY W. J. WOOD 

® S o o 

4 23 13 29 

Black to play and win. 

Solution: 4-8, 13-9, 8-1 1, 9-6, 11-16, 6-2, 
16-19, 2-y, 19-24, 7-1 1, 24-27, 1 1- 16, 27-31. 
B wins. 

BY J. K. LYONS 

® S o Q 

12 15 31 8 

Black to play and win. 

Solution: 12-16, 8-12, 16-19, 31-26, 19-24, 
26-22, 24-27, 22-17, i5-i8> 12-16, 27-32. 
B wins. 



Checkers is a diversion. Those who try to make it a liveli- 
hood do not succeed. 

18 



GROUP 3; Wins without the move by first posi- 
tion without. 

The phrase ''first position without" is some- 
times used to designate the following problem 
or any of its phases : 

BY M. H. C. WARBELL 

WHITE 






^;-'% 



V/. 



y/A M>.. « 4b. 



M 



i ^ ^ wm\ 



BLACK 

Black to play and win. 
Solution: 15-10, 22-17, 10-7, 5-1, 6-9, 17-13, 
9-5. 1-6, 5-1, 6-9, 7-10, 9-6, 10-14. B wins. 



You cannot teach a person how to play checkers well. It 
is a game of isolated facts on invisible threads, not of con- 
tinuous law and mathematical order. 



19 



GROUP 4i Wins without the move by squeezing. 



BY W. J. PERRETT 

WHITE 




BLACK 

Black to play and win. 

Solution: 7-10, 26-23, 10-15, 31-^6, 3-7, 
26-22, 7-10, 23-18, 15-11, 22-17, 11-16, 17-13, 
16-11. B wins. 

Three simplified advance settings of the 
above idea have appeared in print, the one 
most frequently given being the following : 

BY J. C. MOSS 

® @ ,0 o 

1 7 18 21 

Black to play and win. 

Solution: 7-11, 21-17, 1-6, 17-13, 6-10. B 
wins. 



Great is the desert that separates the cracker barrel cham- 
pion from the third-rate expert. 



20 



A different treatment is: 



BY M. H. C. WARDELL 

WHITE 



iQ» 



y/. w////^. 






^^^^^ 



, p >ip-p 



BLACK 

Black to play and win. 
Solution: 2-6, 30-25, 27-23, 25-22, 6-10, 
13-9, 10-14. B wins. 



Every discovery in checkers goes into imperishable records, 
with the name of the eixplorer. The importance of these 
records is not paralleled in any other pastime. 



21 



GROUP 5: Draws with the move by keeping it. 
BY M. H. C WARDELL 

WHITE 




BLACK 

White to play and draw. 

Solution: 23-19, 22-18, 19-16, 18-15, 16-12, 
iS-ii, 31-26, 2-6, 26-22, ii-is, 12-8, 15-11, 
8-3. W draws. 

There are more than twelve published prob- 
lems similar to this process without essential 
features of difference. The succeeding set- 
tings bring out other points. 



BY R. MAR 

o (D m 

21 30 14 3 

White to play and draw. 
Solution: 30-26, 14-18, 21-17, 18-22, 26-23, 
3-7, 17-14, 22-26, 23-18, 26-31, 18-15. W 
draws. 



22 



BY W. T. CALL 

o o ® 

22 30 2 6 

White to play and draw. 
Solution: 30-26, 6-9, 22-17, 2-^, 26-23, 7-1 1, 
23-19. W draws. 

BY J. K. LYONS 

o Q s e 

21 30 9 23 
White to play and draw. 

Solution: 21-17, 9-6, 30-25, 23-18, 25-21, 
6-10, 17-13. W draws. 

BY W. T. CALL 

09s® 

22 5 6 11 

White to play and draw. 
Solution: 5-1, 6-9, 22-18, 11-7, 1-5, 9-6, 
18-15, 6-1, 5-9, i-S, 9-14. W draws. 



No part of the records of checkers ever becomes worth- 
less. Errors and hallucinations in the play are submerged 
rocks, a knowledge of which is necessary to prevemt ship- 
wreck. 

23 



GROUP 6: Draws without the move by avoiding 

first. 

*■ — ■-, ■ 

The problems of this theme show points 
of their own. 

BY DR. T. J. BROWN 

WHITE 



'/// 



m 












VA 






BLACK 

White to play and draw. 
Solution: 30-26, 22-25, 26-22, 31-26, 22-17, 
26-22, 17-13, 22-18, 15-10, 18-14, 10-6, 14-9, 
6-1, 9-5, 1-6. W draws. 



Player, analyst, problemist, critic, collector, antiquarian, 
follow distinct branches of the pastime, each nicely adapted to 
the temperament or inclination of the devotee. 



24 



BY DR. T. J. BROWN 

WHITE 



m. W///A 



^ i_,«g 

% ^^^^^^^ 



m^J^ 



iQ» 



'^ '^ 



<^ ^^ ^^^ ^p> 



BLACK 

White to play and draw. 
Solution: 16-11, 6-10, 11-7, 10-14, 7-2, 14-17, 
2-6, 17-21, 6-10, 22-26, 10-14, 26-31, 14-18, 
31-26, 18-15. W draws. 



Memorizing in checkers is essential for a contestant, and 
that accounts to some extent for the fact that men of affairs 
are §§14om in the front rank of players. 



35 



BY G. H. SLOCUM 

WHITE 



%. V//M.. 

mvA y////A V/. 



L«J2 



%////% 

LA.A..M 



W 1^ 



V/////A v/m, ^p p 

o 



i 






BLACK 

White to play and draw. 
Solution: 29-25, 2-y, 5-1, 7-1 1, 1-6, 18-14, 
6-2, 11-15, 2-y, W draws. 

The same idea as the preceding, with a little 
different treatment, is shown in the following 
setting : 

. BY W. T. CALL 

o 9 ® S 

25 1 2 10 

White to play and draw. 

Solution: 1-5, 10-14, 5-1, 14-17, 1-5, 2-6, 
5-1, 6-9, 1-6, 9-14, 25-21, 17-13, 6-10, 14-18, 
10-15, 18-23, 15-19. W draws. 



It has been said that no two words in the English language 
are perfectly synonymous. Checkers and draughts are. 

26 



BY DR. A. SCHAEFER 



WHITE 







v//m % 



■p 

i m....M^m. 

y////A '^" ^ 
^A "M. m y/////A 




BLACK 

White to play and draw. 

Solution: 25-21, 26-30, 14-10, 30-26, 10-6, 
26-22, 6-1, 5-9, 1-5, 9-13, 21-17. W draws. 



BY C. HEFTER 

o 9 • 

29 22 6 30 

White to play and draw. 
Solution: 22-18, 30-26, 18-15, 26-23, 29"^5 
6-9, 15-10. W draws. 



BY G. 1. GRISWOLD 

24 25 9 15 

White to play and draw. 
Solution: 24-20, 15-18, 20-16, 18-23, 25-22. 
W draws. 



27 



GROUP 7: Draws without the move by avoiding 
better than first. 



BY N. GURRIE 

WHITE 










WA y/' 



■i//. 



V/a , „ V/////A 



1 m. 'mm^m. 



BLACK 

White to play and draw. 

Solution: 25-22, 1-6, 22-17, 31-26, 5-1, 6-9, 
1-5. W draws. 

In the Third Scottish Tournament, 1895, G. 
Buchanan lost this ending to R. Stewart by 
the following play: 5-9, 31-26, 9-13, 26-23, 
25-22, 1-6, 13-17, 6-9, 17-13, 9-14. B wins. 



BY W. J. PERRETT 

13 31 1 11 

White to play and draw. 
Solution: 13-9, 11-15, 9-5, 15-19. 31-26, 
19-15, 26-22, 15-10, 22-18, 10-7, 18-15. W 
draws. 

28 



BY J. R. YEOMAN 

WHITE 



'//,. ^m^A,.,,.,,^ii.,,,.,.^Mi.., 



m. 






<,-'\. 



M 






BLACK 

White to play and draw. 

Solution: 19-23, 4-8, 22-18, 14-10, 23-26, 
8-1 1, 26-22, 10-6, 22-17, 6-1, 17-14, 1-5, 14-10. 
W draws. 

This idea has been, or had been, set by five 
others, notably the succeeding: 



BY DR. A. SCHAEFER 



O Q 



18 21 6 11 

White to play and draw. 
Solution: 21-17, 11-16, 17-13, 16-19, 18-14, 
6-1, 14-9. W draws. 

BY C. HEFTER 



O Q 



23 22 7 31 

White to play and draw. 
Solution: 23-18, 7-10, 22-17, 3i-^6, 18-14, 
10-6, 17-13, 26-22, 14-9, 6-1, 9-5. W draws. 

29 



GROUP 8: Draws without the move by threat 
of exchange. 

BY DR. T. J. BROWN 

WHITE 



^^ ..^^^ 



^M,^^^^^^^ 



M.. m.^^WA, 



BLACK 

White to play and draw. 

Solution: 29-25, 6-10, 25-22, 10-15, 28-24, 
3-7, (a) 22-25, 15-10, 24-19, 7-11, 25-22, 
10-14, 22-26, 14-18, 19-15. W draws. 

(a) A problem by J. B. Macindoe is 
identical with this position at this point. 



Plato was awed by the simple grandeur of the gamei as 

played in his day. The modern game is not the same as 

that of the ancients, and its origin is lost in the mists of 
the dark ages. 



30 



BY DR. T. J. BROWN 

WHITE 



W/. 



O 



^^^^^'^^^ ^ 

V////A y//////. v/. 



BLACK 

White to play and draw. 

Solution: 16-12, 23-19, 12-8, 19-15, 8-3, 
7-1 1, 3-7, 11-16, 31-26, 15-18, 7-1 1, 16-20, 
11-16, 20-24, 16-19, 24-28, 19-24, 28-32, 24-28, 
32-27, 28-32. W draws. 

The preceding idea has been set back to 
the embryo point thus T 

BY M. H. C. WARDELL 

^ o m m 

29 31 2 17 

White to play and draw. 

Solution: 29-25, 17-21, 25-22, 21-25, 22-18, 
25-30, 18-15, 30-25, 15-11, 25-22. Drawn by 
same process as the preceding. 



In Albany, N. Y., B. Pearce published the first Ameirican 
work on the game of checkers. So far as known but one 
copy of that book is extant. 



31 



BY W. STRICKLAND 



WHITE 






V//////. V// 



^ 



V^'^^ 









BLACK 

White to play and draw. 

Solution: 8-3, 2-6, 3-7, 18-14, 29-25, 6-9, 
25-22, 9-13, y-2, W draws. 



There are 257 works in English on the game of checkers, 
not counting more than one edition of each book or maga- 
zine. The first date is 1756. The earliest authentic Spanish 
work on the game is dated 1650. 



32 



BY R. HOLDING 

o o ® 

15 31 2 3 

White to play and draw. 

Solution: 31-26, 3-7, 26-22, 2-6, 22-17, 7'^o, 
15-11, 10-15, 1 1-7, i5rio, 7-3. W draws. 



BY D. GOURLAY 

o Q ® 

32 26 19 21 

White to play and draw. 

Solution: 32-27, 21-17, 26-30, 19-16, 30-26, 
17-14, 26-31. W draws. 



BY J. A. KEAR 

o Q m 

29 31 21 24 

White to play and draw. 

Solution: 31-26, 24,19, 26-30, 19-23, 29-25, 
23-18, 25-22. W draws. 

This idea was utilized by J. Saukell in 1867 
as the finish of a problem in which two kings 
draw against two kings and a man. 

33 



RESULTS APPEARING IN SINGLE 
CORNER TERRITORY 



GROUP 9. Wins with the move by cornering. 

This is one of the most fruitful themes of 
the midget problems. The succeeding situa- 
tions embrace the essential points and fea- 
tures of the total. 

BY DR. T. J. BROWN 

WHITE 




BLACK 

Black to play and win. 

Solution: 30-26, 32-28, 24-27, 28-24, 26-23, 
4-8, 27-32, (a) 8-12, 23-18, 24-19, 32-27, 12-8, 
27-24, 19-16, 24-19, 16-11, 18-14, 11-7, 14-10, 
7-3, 19-16. B wins. 

(a) 24-20, 23-19, 8-12, 32-27, 20-16, 27-23, 
16-11, 19-15, 1 1-7, 23-19, 12-8, 19-16. B wins. 

35 



BY DR. T. j. BROWN 

WHITE 



y/M m 



^ P P I 
^ ^ «. fc 



%. m. m. m 



BLACK 

Black to play and win. 
Solution: 31-27, 23-19, 22-18, 19-16, 27-24, 
16-11, 24-19, 1 1-7, 18-14, 7-3, 19-16, 3-8, 
16-12, 8-3, 14-10, 4-8, 10-15. B wins. 

BY DR. T. J. BROWN 

WHITE 



i ^'m^'-'m^' 

wMm. m y//m 

■'^/A V/////A y/////A W/ 



VA V////A 

^ ^ ^ 'iJ^^^ 

\ m m 'M 



BLACK 

Black to play and win. 
Solution: 30-26, 20-16, 26-23, 16-11, 19-15^ 
1 1-8, 15-11, 8-4, 1 1-7, 12-8, y-z^ 8-12, 23-19, 
B wins. 



3^ 



BY R. MAR 

WHITE 






■ 



i^^^ i^ 



y// 



BLACK 

Black to play and win. 
Solution: 10-15, 11-8, 15-11, 8-4, 11-16, 3-8, 
16-12. B wins. 



BY C. M. -POTTERDON 

WHITE 



^W^'^^^^^/ 



% v/M. 



e 



^ 



i^ 



^ WW/w 

B ,■ B^B,^ 



BLACK 

Black to play and win. 
Solution: 23-27, 20-16, 3-7, 12-8, 7-3, 8-4, 
27-23, 16-12, 23-19. B wins. 



2>1 



BY W. D. BENSTEAD 

WHITE 



\////^y/// y / ^■■ 



%y,M...M...M... 



y/M m m -'mr^ 






m. <m. 



V/^^r^--^- 



B1.ACK 

Black to play and win. 
Solution: 26-23, 28-24, '2,y2y, 24-20, 27-24, 
20-16, 24-19, 16-11, 2-6. B wins. 



BY R. HOLDING 

WHITE 



''ZM. wM wM. Wa 

V/. 



i mi.. .mi. 



^^.^/ZX.«.//XZ.^W/^^^. 



i 



BLACK 

Black to play and win. 
Solution: 31-27, 23-18, 27-23, 18-15, 1-6, 
S-T2, 23-19. B wins. 

38 



BY W. J. PERRETT 

WHITE 



Oi 









m 'm, VM 



BLACK 



Black to play and win. 
Solution: 17-22, 31-27, 22-26, 27-24, 26-31, 
24-20, 31-27, 20-16, 27-23, 16-12, 23-18, 14-10, 
18-15, 10-6, 5-1. B wins. 



BY H. JACOB 



WHITE 



'\//'^'v////^'y7//''/ 



w/// y 



G*»«Q 



%. V//M. 



BLACK 

Black to play and win. 
Solution: 15-10, 2-7, 10-14, 7-1 1, 14-18, 
11-16, 18-23, 16-12, 23-19. B wins. 

39 



GROUP 10. Wins with the move by pinning. 

More than fifteen other problems not differ- 
ing in essential tactics from the succeeding 
positions have appeared in print. 

BY DR. T. J. BROWN 

WHITE 






y/': 



% '^^ 



W W W W^^' 
^ 'w^/ 'w^/ 'w^/ '% 



BLACK 

Black to play and win. 

Solution: 15-18, 12-16, 4-8, 16-20, 8-ir, 
20-24, ii-iS. 24-27, 15-19, 27-32, 18-14, 32-27, 
14-10, (a) 27-32, 19-24, 32-28, 24-27, 28-32, 
27-31, 26-23, 10-7, 32-28, 31-27, 23-19, 7-11. 
B wins. 

(a) If I27-23, then 19-24 runs into last dia- 
grammed problem of Dr. Brown in Group i. 



A curious historical no'te found in an" old book on pastimes 
reads: "From brief and incidental notices, this game would 
seem to have been known in Greenland about 1050, and 
probably in Wales A.D. 943, in the time of Howell 'Dha; 
but be that as it may the earliest positive account of draughts 
is in the year 1551." 



40 



BY DR. T. J. BROWN 

WHITE 




BLACK 

Black to play and win. 

Solution : 2-7, 32-27, 7-1 1, 27-24, 11-15, 
24-20, 15-18, 20-16, 22-17, 30-25, 17-21, 25-29, 
18-22, 16-11, 21-17. B wins. 

The preceding idea has been set thus: 

BY G. H. SLOCUM 



O Q 



6 18 Z2 29 

Black to play and win. 

Solution: 6-10, 32-27, 10-15, 27-24, 18-22, 
24-20, 15-18, 20-16, 22-17, 29-25, 17-21. B 
wins. 

Another setting: 

BY C M. WILDER 



o 9 



5 23 28 31 

Black to play and win. 

Solution: 5-9, 28-24, 9-14, 24-20, 14-18, 
20-16, 23-19, 16- 1 1, 18-23. B wins. 



41 



BY DR. T. J. BROWN 

. WHITE 




BLACK 

Black to play and win. 
Solution: 24-28, 29-25, 28-32, 25-30, 19-24, 
30-26, 32-27, 26-30, 27-23, 30-25, 24-19, 25-30, 
19-15, 31-26, 15-19, 26-22, 19-15, 30-25, 15-10, 
25-21, 10-14, 22-18, 14-9. B wins. 



Men may lose their appetite for food or fun as old age 
comes on, but not their craving for tobacco or checkers. 
Solace they need. 



42 



BY DR. T. J. BROWN 

WHITE 



O^ 



r p^ p^ 



m 



v/a y/////A. 
y//////. y/y 



^ my/A v/////y. V////A 
y/////A ^^ '^/^/r~^^ 



^ yy- ''■■ 

m. ^ '^ ..7M. 



BLACK 

Black to play and win. 

Solution: 1-5, 9-6, 5-1, 6-2, 3-8, 2-7, 1-6, 
31-26, 6-9, (a) 26-23, 9-6, 23-18, 8-3, 7-1 1, 
6-10, 11-16, 3-8, 16-19, 8-11, 19-24, I1-16, 
24-20, 16-19, 18-15, 10-14. B wins. 

(a) 7-10, 8-11, 26-22, 9-13, 10-14, 11-16, 
14-18, 16-19, 18-14, 19^23, 14-10, 13-9, 10-7, 
9-6. B wins. 



Happy is the private worker with his battered board and 
plebian pieces, losing his sense of solitude in digging out 
and polishing new ideas, or in critically examining the records 
to point out some long standing error. 



43 



BY A. J. HEFFNER 

WHITE 



mm mm 

i M. m..^^ «^ 






BLACK , . 

Black to play and win. 
Solution: 8-11, 29-25, 31-26, 10-14, 11-7, 
14-17, ^-2, 17-14, 2-6, 14-17, 26-23, 17-14, 
23-19, 14-17, 6-9, 17-22, 9-14, 22-26, 14-17, 
26-31, 17-21. B wins. 

BY G. H. SLOCUM 

WHITE 



v/Jf''\///F'''\' 



O 



'M 



w w w'w 



YA. 



Q! 






V/a 



Wa Wa 



BLACK 

Black to play and win. 
Solution: 5-9, 29-25, 9-14, 25-22, 6-9, 4-8, 
14-10, 22-18, 10-7. B wins. 



44 



BY DR. T. J. BROWN 

WHITE 




BLACK 

Black to play and win. 

Solution: 12-16, 29-25, 5-9, 25-30, 9-14, 
30-26, 16-19, (a) 26-31, 14-18, 31-27, 18-15, 
32-28, 15-18, 27-24, 19-23, 24-20, 23-27, 20-16, 
18-23, 16-12, 23-19, B wins. 

(a) 26-22, 14-10, 22-18, 10-6, 18-14, 19-23, 
14-17, 23-18. B wins. 

A similar process to the preceding: 
BY D. CUSIN 



O Q 



22 32 28 24 

'Black to play and win. 
Solution: 22-17, 24-19, 32-27, 19-15, 17-14, 
15-11, 14-10, 11-16, 10-7, 16-20, 7-1 1. B wins. 



A man who will not cheerfully saw wood in order to earn 
leisure to push wood is not a genuine lover of Dameh. 

45 



BY J. C CRAIG 

WHITE 









wmm,. 



y// 






VA. 






V/a wm. 



BLACK 

Black to play and win. 
Solution: 20-16, 27-31, 19-24, 31-26, 16-19, 
26-31, 19-23. B wins. 



Dearer than a yoke of oxen to a farmer is reputation to 
some checker players. 

46 



GROUP 11: Wins with the move by exchanging. 

There are more than fifteen examples of 
this theme, not differing in essentials from 
those here appearing. 

BY J. STURGES 

WHITE 






VA 



^ ^^ '//M 



W 'M. m^. 'Wa 



V/a 



y/y 



BLACK 

Black to play and win. 
Solution: 15-18, 24-19, 7-1 1, 19-15, 18-22. 
B wins. 



If he had the choice of a million dollars or an unlimited 
number of games of checkers, a fanatic would hesitate, and 
put up a strong plea for g compromise. 



47 



BY J. STURGES 

WHITE 



^^'Wi^ W^ 'W^ w^ 

WW WW 



BLACK 

Black to play and win. 
Solution: 22-18, 15-10, 18-15, 10-6, 12-16. 
B wins. 



BY DR. T. J. BROWN 

WHITE 



w 


W W '9' 


— 


""% 


pop' 


B 1 


Wa 




■ 1 


m. ...mi. 




1 


m mf^m. 1 


%. 






m B 




"^^ 




^^Z^ Vy 


^^ 


'^ 


m. i 


e 




BSi 


m. ^m 




<^^^ 


^ ^^ 


Wi i 


^ 


»i 


m. 'M. 


M. 



BLACK 

Black to play and win. 
Solution: 7-10, 27-23, 4-8, 23-26, 10-6, 
26-22, 6-9, 22-17, 9-13, 17-14, 8-1 1, 14-10, 
13-17. B wins. 

48 



GROUP 12: Wins without the move by cornering. 

The elementary processes shown in the suc- 
ceeding problems have had a variety of set- 
tings from the earliest days. 

BY P. M. BRADT 

WHITE 




BLACK 

Black to play and win. 
Solution: 22-26, 27-23, 26-31, 23-19, 
31-27, 24-20, 27-24, 19-16, 24-19, 16-12, 19-15, 
20-16, 15-19, 16-11, 19-16, 1 1-8, 16-11, 8-4, 
1 1-7. B wins. 



Women have shown very little interest in the game of 
checkers, perhaps because it is known as the silent game. 

49 



BY F. ALLEN 



WHITE 



W^y %^ ^^ ^^ 






9M 



;% 



^ „„%^ 



ioi 



w^ % 






IS 



m^^m^. m^A. m^. 



BLACK 

Black to play and win. 
Solution: 3-7, 12-8, 7-1 1, 8-3, 11-15, 3-8, 
5-1, 14-9, 15-18. B wins. 



A thief or a drunkard may be a sociable husband, but a 
confirmed checkerist is not apt to be a model as a talking 
mate. 



50 



GROUP 13: Wins without the move by squeez- 
ing. 

BY DR. T. J. BROWN 

WHITE 



M. »..: 



i. m. 



^ m^ 






BLACK 

Black to play and win. 
Solution: 7-10, 30-26, 10-14, ^7-23? 19-24, 
26-22, 24-27. B wins. 



Which is preferable: guff, gas, gossip, discontent; or 
checkers, thinking, solitude, content? 



51 



The three following settings show the same 
idea as the preceding: 

BY C. HEFTER 

o o 

17 20 18 19 

Black to play and win. 
Solution: 20-24, 19-16, 24-19, 16-12, 19-23, 
18-15, 17-14, 12-8, 23-19, 15-11, 19-15. B 
wins. 

BY J. A. BOREHAM 

® g o o , 

21 9 19 22 

Black to play and win. 
Solution: 21-25, 22-18, 25-30, 19-16, 30-26, 
16-12, 26-23, 18-15, 9-14. B wins. 

BY W. T. CALL 

o o 

3 2 19 27 

Black to play and win. 
Solution: 2-6, 27-23, 6-10, 23-18, 3-8, 18-15, 
10-14, 19-16, 8-12. B wins. 



There are thirty-two playing squares. There can be no 
more, no less, without greatly weakening the game, so im- 
portant a factor in strategy is the exact established pro- 
pinquity. 

52 



A phase of the theme : 

BY M. H. C. WARDELL 

WHITE 



M« 



O 



v/// y 
y/,.. zm>..^^ , ^^ mm 



BLACK 

Black to play and win. 
Solution: 5-9, 29-25, 9-14, 25-21, 7-10, 31-27, 
14-18, 21-17, 18-15, 17-13, 15-19. B wins. 

Another setting: 

BY M. H. C WARDELL 

o o 

20 30 22 27 

Black to play and win. 
Solution: 30-26, 22-17, 26-22, 17-13, 22-18, 
13-9, 18-15, 9-6, 20-16. B wins. 



Luck and chance have no hiding place on the board. 
Caprice may be there, but knowledge and finesse are in 
charge. 



53 



Another variety : 

BY M. H. C. WARDELL 

WHITE 



''//y 



V/a 



Wa 



^m.. m m 



O; 



i®i 



A ..V/////,. ../////M. .„///////: 



y/M %-"^ 



^ V//M. 



% 8^' 



i m. 



y/,. , V//M 

y/M. Wa 



BLACK 

Black to play and win. 
Solution: 25-30, 27-24, 7-1 1, 24-20, 30-26, 
32-27, 11-15. B wins. 
Same idea as preceding: 

BY W. T. CALL 

® ® o o 

4 3 31 32 

Black to play and win. 
Solution: 3-7, 31-26, 7-10, 26-23, 4-8, 32-27, 
10-14, 27-24, 8-1 1, 24-20, 11-15. B wins. 



Cocksureness in checkers is the sign of conceit, and the 
badge of ignorance. 



54 



GROUP 14; Wins without the move by ex- 
changing. 

BY J. E. EVANS 

WHITE 




BLACK 

Black to play and win. 

Solution: 18-15, 32-28, 26-31, 28-24, 31-26, 
24-20, 26-22, "j-^, 15-10. B wins. 

This theme and its alternatives have been 
vitilized in numerous positions. The succeed- 
ing situations contain the idea or variations of 
it. Dr. Brown's setting, shown in the next 
diagram, exhibits a variation leading to a neat 
finish. 



Those who know a good deal about the mysteries of the 
board are few; those who honestly believe they know a lot 
about its secrets are many. 



55 



BY DR. T. J. BROWN 

WHITE 



^^^ y/////^- y///^^^- 






^^^Bw^B^//.H 






^ ^^$^ -^^^^ 



BLACK 

Black to play and win. 
Solution: 24-19, 32-27, 19-15, 27-24, 2-6, 
3-8, 6-10, 24-20, 10-7, 8-12, 15-11. B wins. 

Following is a superior setting: 
BY F. DUNNE 

® S o o 

27 1 12 28 

Black to play and win. 
Solution: 1-6, 12-8, 6-10, 8-3, 10-15, 3-8, 
15-19. B wins. 



Another excellent setting: 

BY DR. A. SCHAEFER 

o o 



13 32 18 19 

Black to play and win. 
Solution: 13-9, 19-16, 32-27, 16-12, 27-23, 
18-15, 23-19. B wins. 

56 



The succeeding situations show other, 
varieties of the exchange theme. 

BY DR. W. M. PURCELL 

WHITE 



i jM 0. Ma. 



''»'^»& 
^,~; 



BLACK 

Black to play and win. 
Solution: 2-6, 25-22, 24-27, 23-19, 2^-2:^, 
19-16, 23-26, 22-17, 26-22, 17-13, 22-18. B 
wins. 



Dull games are those in which neither player dares to 
leave the calf path. 



57 



BY C W. FLOWER 

® ® o o 

6 3 21 27 

Black to play and win. 
Solution: 3-7, 27-23, 7-1 1, 23-18, 11-7, 

18-15, 7-10, 15-II, 6-9, I1-8, 10-15, 8-3, 15-I1, 

21-17, ii-iS- B wins. 

BY P. M. BRADT 

m m o o 

2 24 22 26 

Black to play and win. 
Solution: 24-27, 26-23, 27-31, 23-19, 31-26, 
22-17, 26-23, 19-15, 23-18. B wins. 

This and the first problem in Group 12 have 
been called ''Bradt's twins." 

BY M. K. C. WARDELL 

® ® o o 

9 10 25 26 

Black to play and win. 
Solution: 10-14, 26-23, 14-17, 23-19, 9-14, 
25-21, 17-22, 19-15, 22-18. B wins. 



Checker matches are seldom interesting events. When 
the games are published with critical notes by a competent 
annotator, they are a feast for the student. 

58 



BY F. DUNNE 

WHITE 



VA :v/////a 

1 



Oi 



mm^i 



k, ^^ 



m 



WM i 



^ y// w// v///^^^ 
m M> Wi. m/. 



BLACK 

Black to play and win. 
Solution: 30-25, 27-23, 25-22, 23-19, 22-18, 
19-16, 18-15, 16-12, 28-32, 12-8, 32-28, 8-3, 
28-24, 3-8, 24-19, 8-12, 15-I1, 31-26, 11-15. 
B wins. 

BY W. T. CALL 

m @" o o' 

5 14 30 31 

Black to play and win. 
Solution: 5-9, (a) 31-27, 14-18, 27-24, 
18-15, 24-20, 15-11, 30-25, 9-14. B wins. 

(a) 30-26, 14-17, 26-23, 17-22, 31-27, 9-14. 
B wins. 

BY W. T. CALL 

® a o o 



6 1. 25 32 

Black to play and win. 
Solution: 1-5, 32-27, 5-9, 27-23, 9-14, 23-19, 
14-18, 19-16, 6-10, 16-11, 10-14, 1 1-8, 14-17. 
B wins. 



59 



GROUP 15: Draws with the move by keeping it. 

^. — - ■■ -■_ — ._ -- . ... — . ■ , 

There are more than twelve settings of the 
processes of this and the succeeding problems. 

BY DR. T. J. BROWN 

WHITE 



^2'»'p-'- 



i ^ ^^ Wa. 



^. ..m^: 



YA V/y^A. 



VA 



m. Wa m^. Wa 



BLACK 

White to play and draw. 

Solution: 16-11, 21-17, 32-28, (a) 17-14, 
28-24, 14-10, 24-19, 25-22, 19-16, 22-18, 1 1-8, 
18-15, 8-3, 10-6, 3-8, 6-2, 16-11. W draws. 

(a) 25-22, 1 1-7, 17-14, 28-24, 22-18, 24-19, 
18-23, 19-15. W draws. 



Some positions, balanced as to actual power, are so bizarre 
in appearance that they stun the intelligence. 

60 



BY A. HANNAH 

WHITE 



d 






A 'M>. M^W>.. 






y/////A w/^ 'W:^ ^^ 



BLACK 

White to play and draw. 
Solution: 28-24, 22-18, 24-19, (a) 18-14, 
19-16, 14-10, 16-12, 10-15, 20-16. W draws, 
(a) 3-7, 20-16, 7-10, 16-12. W draws. 



Tricks, traps, catches, and slaughter delight the novice, 
but are as weariness to the student of the squares. 

61 



BY M. H. C. WARDELL 

WHITE 




BLACK 

White to play and draw. 
Solution: 26-22, 32-28, 31-27, 28-32, 27-24, 
32-27, 24-20, 27-23, 20-16, 23-19, 16-11, 21-25, 
22-17, 25-22, 17-13, 19-15, 1 1-7, 15-10, 7-3. W 
draws. 

BY G. H. SLOCUM 

WHITE 




BLACK 

White to play and draw. 
Solution: 30-26, 11-15, 26-23, 6-9, 29-25, 
15-10, 23-19, 10-14, 25-22, 9-13, 19-16, 14-10, 
22-18, 13-17, 18-14. W draws. 

62 



GROUP 16: Draws without the move by picking 

way. 

The points covered in the nine succeeding 
positions are important. Delicate analytical 
tactics are at times required, although the 
solutions have the effect of simplicity — when 
known. 

BY DR. T. J. BROWN 

WHITE 



i ,.«„^ ^ 

^ « ^ ' 

J ^ ^ B 

i "M}. 'M. ,///////. 



yy/////. 

Qi 



BLACK 

White to play and draw. 
Solution: 30-26, 27-31, 26-23, 31-27, 23-19, 
27-24, 19-15, 24-19, 15-11, 5-9, 1 1-8, 9-14, 8-4. 
W draws. 



Problems of three, four, or five pieces on a side, low in 
power through having few kings, not involving long analytical 
processes, but with an astonishing "kink" deeply concealed, 
are called gems. 



63 



BY F. MITCHELL 

WHITE 



% V////A ^^^V/////S'^V/////y. 

0«^^^^^«^^^^^ i 



Mi 



m ^ ^ 'W>. 

WM WM W" 



V/y. V//M, V/////a,^ . . . y/////A 



BLACK 

White to play and draw. 
Solution: 30-26, 29-25, 26-23, 25-22, 23-19, 
22-18, 19-16, 18-15, 28-24, 4-8, 16-12, 8-1 1, 
24-20. W draws. 



Aristocracy — caste — theire is none in checkers. All who 
can play well are on the same social footing, whether in a 
palace or in the back room of a little cigar store. 



64 



BY G. DICK 

WHITE 




BLACK 

White to play and draw. 

Solution: 19-15, y-2, 15-11, 21-17, 20-16, 
17-14, 1 1-8, (a) 14-18, 8-3, 18-23, 16-11, 23-19, 
3-7, 2-6, 1 1-8, 19-16, 8-3. W draws. 

(a) 2-j, 8-3, 7-10, 16-12, 14-18, 12-8, 18-15, 
8-4, 15-19, 3-8. W draws. 



A perfect game must end in a draw. An imperfect game 
may end in a draw. Imperfection may be proved beyond 
reasonable doubt, but perfection is hard to demonstrate. 



6s 



LY M. H. C. WARDELL 

WHITE 



V/y 



^&M....A, Ml 






i ^ Wa wa 



'///. 



m. 






i ^ ^ ^ 

5%^^:% i^;>%^ ^ 



m ¥M 



m 



BLACK 

White to play and draw. 
Solution: 28-24, 16-11, 24-19, 11-7, 32-27, 
7-10, 27-23, 1014, 19-15, 12-16, 15-11. W 
(iraws. 



BY C. HEFTER 

WHITE 






V//^'^^. 



m. «, 



'm,. 



^- ^^^w^^^ 



BLACK 

White to play and draw. 
Solution: 24-20, 32-27, 12-8, 10-15, 20-16, 
27-23, 16-12, 15-10, 8-1 1. W draws. 



BY R. HOLDING 

WHITE 



i m 

m J 



^^^ 



^ i% 



4m>. W/. m^A w- 



ss 






& 



^..:jm. m... 



MfM 



m. ^ 



BLACK 

White to play and draw. 

Solution: 4-8, (a) 2-6, 8-12, 6-10, 12-16, 
20-24, 1 1-8. W draws. 

(a) 20-24, 8-3, 24-19, 3-7, 2-6, 1 1-8. W 
draws. 

If White plays ii~8 as first move, Black 
wins by 2-6. 



Unexplored regions exist in the game to a greater extent 
than is generally supposed. In spite of the vast mass of 
accumulated knowledge there is plenty to be added. 

67 



BY D. KIRKWOOD 

(D (D m 

12 32 13 2 

White to play and draw. 
Solution: ^2-2y, 13-17, 27-23, 17-22, 12-8. 
W draws. 

BY H. MACKEAN 

o 9 S S 

12 11 3 18 

White to play and draw. 
Solution: 11- 16, 18-15, 16-20, 15-19, 20-16, 
19-24, 16-11, 24-27, 11-15. W draws. 

BY W. T. CALL 

CD- o m 

31 28 5 25 

White to play and draw. 

Solution: 31-26, 5-9, 28-24, 9-14,,, 24-20, 
14-17, 20-16. W draws. 



Playing checkers blindfold (without seeing board or 
pieces) is more a matter of familiarity than of visualizing. 

68 



The following parent position produces in 
its possible variations a number of distinct 
situations, some of which have been used in 
other problems. The idea is shown in various 
guises in the problems succeeding this one: 

BY J. WYLLIE 

WHITE 




BLACK 

White to play and draw. 
Solution: 21-17, 3-7. 17-14, 7-ii» 29-25, 
1 1-7, 25-22, y-2, 14-10, 2-6, 10-7, 6-10, 7-3,^. 
10-14, 3-7, 1-6, y-2, 6-10, 2-T, 10-15, 7-1 1^^ 
15-19, 11-15, 19-24, 15-19, 24-27, 19-23, 27-31, 
22-18, 14-10, 23-19, 31-27, 18-15, 10-7, 19-16, 
27-23, 16-20, y-2, 20-16, 2-7, 16-20. W draws. 



Huffing (removing a piece for a misplay) is a harsh 
penalty, but seems necessary for the preservation of the 
dignity and integrity of the game. 

69 



BY D. KIRKWOOD 

WHITE 












Va y/////A V/////A v//y//A 
"%. ^ "M. Ma 

V/M ^ : 



BLACK 

White to play and draw. 

Solution: 28-24, 13-9, 22-18, (a) 9-13, 
24-19, 13-17, 18-15, io-7> 19-16, 17-14, 16-20. 
W draws. 

(a) At this point (with the white king on 
23 instead of 24) W. J. Wray proceeded: 
9-6, 23-19, 6-2, 18-15, 10-7, 19-16, 2-6, 16-19, 
6-9, 19-16, 9-14, 16-20, 7-3, 20-24. W draws. 



openings in checkers are sometimes classed as "strong" 
or "weak." Much of this is mere theory or bias, based on 
our lack of knowledge of the nature of the correct defense. 



70 



BY J. LABADIE 

o o m 

17 21 1 16 

White to play and draw. 

Solution: 17-14, 16-11, 14-10, 11-15, 10-7, 
1-6, 7-3, 6-9, 21-17. White draws by a varia- 
tion of the parent problem. 

BY C HEFTER 

o o ® ® 

13 24 1 26 

White to play and draw. 
Solution: 13-9, 1-5, 9-6, 5-1, 6-2, 26-23, 2-7, 
1-6, 7-11, 6-2, 11-16, 23-27, 24-19, 2-7, 19-15, 
27-23, 16-20. W draws. 

BY F. W. DRINKWATER 

o 9 S ® 

30 15 16 31 

White to play and draw. 

Solution: 15-18, 16-11, 18-23, 11-7, 30-25, 

7-10, 25-22. W draws. 

BY A. SHEEHAN 

o Q ® e 

25 2 3 10 

White to play and draw. 

Soluticci: 2-7, 10-15, 7-2, 15-18, 2-6, 18-14, 
6-2, 14-9, 25-22, 9-14, 2-6, 3-8, 6-2, 8-12, 2'7, 
12-16, 7-1 1. W draws. 

BY J. WYLLIE - 

(D Q m m 

22 21 7 14 

White to play and draw. 

Solution: 21-25, 7-1 1, 25-30, 11-15, 30-26, 

15-19, 26-30, 19-24, 30-26. W draws. 

71 



BY THE SAME AUTHOR. 

Vocabulary of Checkers, ...... $2.00 

R. D. Yates, Checker Player, . . . ^ . . 1.00 

Kboo: The Counting Game, 25 

Scientific Solitaire, 20 

Baseball Code Simplified, ...... .10 

Shorthand for General Use, 50 

Ten Great Little Poems, . . ... . .50 

You and I and the Stars, ...... .50 

The Little Grammar, ....... .50 

New Method in Multiplication and Division, .50 



W. T. CALL, 

669 E. 32d Street, Brooklyn, N. Y. 



72 



M% 18 l9tS 



